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    Four Against Darkness

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    Four Against Darkness is a solitaire dungeon-delving game. No miniatures are needed. All you need...

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    Paint the Roses

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    Paint the Roses is a 2-5 player cooperative logic deduction game that automatically adapts to your...

Beatdown: Streets of Justice
Beatdown: Streets of Justice
2019 | Card Game, Comic Book / Strip, Fighting
Ever wanted to be a street level thug? Or the hero that fights said thugs? I haven’t really. But! I did used to love playing the Street Fighter games growing up. Now, you cannot Hadouken in real life (right?) and take out E. Honda, but you CAN fight thugs in the street… if you really wanted. You know what? I’m just gonna stick to fighting via card play. Wanna help?

Beatdown: Streets of Justice is a cooperative, push-your-luck, fighting card game that pits you and your team of heroes against waves of thugs and a boss fight. As it is cooperative, the players win by beating the boss (typically in the third wave of fights), or lose by being all knocked out. Silly heroes.

DISCLAIMER: We were provided a copy of this game for the purposes of this review. This is a retail copy of the game, so what you see in these photos is exactly what would be received in your box. I do not intend to cover every single rule included in the rulebook, but will describe the overall game flow and major rule set so that our readers may get a sense of how the game plays. For more in depth rules, you may purchase a copy online or from your FLGS. -T

To setup, each player takes a player mat, chooses a hero to play, and takes the dice of matching color to use during the game. Shuffle all the different decks of cards and place them on the table within easy reach of all players. The Attacks deck will include the base attack cards plus all cards that match the players in the game (like Invicta’s attack cards if she is in the game). Place tiny clear cubes on your starting health, as well as the starting health for the thugs you will be fighting in Wave 1, and you are ready to play!

Beatdown: Streets of Justice (or just Beatdown from now on) is played over three waves of fights where the heroes will play cards and do their fighting and then the bad guys will take their turns to fight. Generally, play will go like this: on a player’s turn they will play a card from their hand or one blindly from the top of the Attack deck. This is the opening to their “combo.” The Attack cards will typically have a damage amount and a combo rating number. In order to play more cards to the combo, the player will need to roll their d10 and roll a number equal to or higher than their accumulated combo rating (the little numbers showing in the green arrows of cards played + the green arrow number on the hero card). A combo can continue as long as the player can roll higher than their combo rating, but a failed roll doesn’t necessarily mean c-c-c-combo breaker, but rather that the hero has left themselves open for attack by the thugs. I won’t go into any more detail on fighting, as the rules are a little complex and I will let you discover those for yourselves.

After the heroes have taken all their turns, if thugs are still on the battlefield, they will now take their fighting turns. Flip over an Enemy Attack card from the deck for each enemy and resolve it against the heroes. Each baddie will make their attacks and if heroes are still conscious another round of the wave will begin. New thugs do not enter play, as they only populate at the beginning of a Wave. The thugs are no joke, and the bosses are even rougher. Can you be defeated? Yes. I was defeated in my first game. Can you be revived? Yes. Between Waves the players can participate in a Shopping Phase where they can use trophies (the cards of enemies they have defeated) to purchase health back, revive a fallen hero, or purchase a revealed Loot card to help in future fights. Play continues in this fashion for three Waves until the heroes complete the Boss Wave (by defeating all enemies) or all the heroes are knocked out.

Components. I have some good news and bad news here. Good news first. The dice are great. The tiny clear cubes are… tiny and clear. And they are just fine. The cards are good quality, as are the cardboard mats and tokens. The card layout is good too. The bad news: the rulebook is a little confusing for the first couple read-throughs and the art style does nothing for me. I appreciate the way the rules are very informal and make several chuckle-worthy jokes, but I feel like it could flow different and more efficiently. Similarly, in an industry where art can really make a good game great, this one is lacking. It’s really a shame, because everything else about the game is really good quality. The iconography is… fine, but the character art in-game is an issue I have with this.

Beatdown is actually a really decent game once you are playing. The rulebook needs work, and the art needs an update, but those grievances aside, Beatdown is an enjoyable experience at the table. I usually play pretty conservatively in push-your-luck games, but I went all out with this one and was more often than not rewarded handsomely for it. If your group enjoys cooperative, push-your-luck, fighting, card games give this one a look. Just don’t pay attention to the character art. This all said Purple Phoenix Games gives this one a 6 / 12. Improve the rulebook and art and that rating improves.
  
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Rachel King (13 KP) rated Bloodlines in Books

Feb 11, 2019  
Bloodlines
Bloodlines
Richelle Mead | 2011 | Fiction & Poetry
10
9.1 (16 Ratings)
Book Rating
As a huge fan of the Vampire Academy series, I anxiously awaited this book. What little I knew of the Alchemists fascinated me, and I felt like Adrian got the short stick in the final book of the series, Last Sacrifice. Richelle Mead does not disappoint in this book, and she keeps just enough mystery in the plot to keep me engrossed to the last page. Rose and Dimitri even make a few appearances, which was neat to see how other characters viewed them.
Sydney is the central character, and at first glance she seems to be the antithesis of Rose's personality. She wants to be obedient and cooperative with her bosses, and she had no interest in rebelling against the system. Unfortunately, her innate desire to do good and root out evil forces her into some rough situations. Her extreme phobia of magic also creates some interesting conflicts and a very promising revelation that I can't wait to see play out in further books.
Adrian's role is at first a secret, but with a few clues from the previous series allowed me to figure it out before Mead revealed it. Gone is the Adrian that Rose brought out -- instead he is back to as much smoking and drinking as at the beginning of the previous series, back when I did not like his character. BUT, this all seems to be a facade after awhile, when Adrian shows an avid interest in painting.
Jill is the one that Sydney is protecting, along with a collection of other new and old characters. As a fifteen-year-old girl also striving to have some semblance of normal life, Jill gets mixed up in problems of her own as she strives to define who she is. While her character could have had more development, as the first book in the series, there is plenty of room for growth.
I could not get through this book fast enough, and I can't wait for the second book, Golden Lily.